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Playing with the Past: Digital Games and the Simulation of History, Matthew Wilhelm Kapell, Andrew B.R. Elliott


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Автор: Matthew Wilhelm Kapell, Andrew B.R. Elliott
Название:  Playing with the Past: Digital Games and the Simulation of History
ISBN: 9781623567286
Издательство: Bloomsbury Academic
Классификация:


ISBN-10: 1623567289
Обложка/Формат: Paperback
Страницы: 400
Вес: 0.61 кг.
Дата издания: 19.12.2013
Серия: History
Язык: English
Иллюстрации: 25 illustrations, unspecified
Размер: 227 x 152 x 26
Читательская аудитория: Tertiary education (us: college)
Ключевые слова: General & world history,Media studies, HISTORY / General,SOCIAL SCIENCE / Media Studies
Основная тема: Media studies,SOCIAL SCIENCE / Media Studies,HISTORY / General,General & world history
Подзаголовок: Digital games and the simulation of history
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Поставляется из: Англии
Описание:

Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future.

What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialists perspective to conquer primitive tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.


Дополнительное описание: Acknowledgements 1. Introduction: To Build a Past that Will “Stand the Test of Time”: Discovering Historical Facts, Assembling Historical Narratives, Andrew B.R. Elliott and Matthew Wilhelm Kapell Part I: History as a Process: Teleology, Causation an



Game Development and Simulation with Unreal Technology

Автор: Tavakkoli Alireza
Название: Game Development and Simulation with Unreal Technology
ISBN: 149870624X ISBN-13(EAN): 9781498706247
Издательство: Taylor&Francis
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Цена: 8267.00 р.
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Описание:

Game Development and Simulation with Unreal Technology explores the use of Unreal Engine 4 (UE4) for the development of real-time digital interactive contents to be used in computerized games or simulations. The engine is considered in three main iterations: from the basic use of the engine to build games and simulation content out of the box, to intermediate design of interactive content by building on the pre-supplied contents from the base engine, and through advanced implementations geared toward a comprehensive understanding of the power of the Unreal Engine.

This is one of the first books on developing interactive content for games, entertainment, and simulation to cover the newly released UE4. Industry-level game concepts in level design, coding, and programming, networking, and multiplayer concepts are covered.

The book presents beginner- through advanced-level concepts in designing and developing games with the Unreal Engine 4. It includes small/mid-scale projects developed as concept examples throughout the book, which can be used in more comprehensive and entertaining interactive computer simulations and games.

The book is organized into three parts. Part 1 covers the basics of the unreal engine, including an overview of each subcomponent of the engine, an overview of the UE4 project templates, and the main features each provides. Part 2 delves into more advanced topics in the new UE4 material pipeline, including layered materials and different shading models. Part 3 walks you through the steps of building your own games with UE4. It also provides advanced coverage of Blueprint systems in UE4.

Each chapter includes do-it-yourself extensions to the concept modules presented to solidify your understanding of the concepts and techniques. Exercises and summaries are also included at the end of each chapter to help take your understanding of Unreal Engine 4 to the next level.

Handbook of Digital Games

Автор: Angelides
Название: Handbook of Digital Games
ISBN: 1118328035 ISBN-13(EAN): 9781118328033
Издательство: Wiley
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Цена: 21376.00 р.
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Описание: This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry.

Does Playing Video Games Make Players More Violent?

Автор: Gunter
Название: Does Playing Video Games Make Players More Violent?
ISBN: 1137579846 ISBN-13(EAN): 9781137579843
Издательство: Springer
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Цена: 13974.00 р.
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Описание: This book is an academic work which reviews and critiques the research literature concerning violent games and their alleged effects on players. It examines the debates about the potential effects of these games and the divisions between scholars working in the field. It places the research on violent video games in the longer historical context of scholarly work on media violence. It examines research from around the world on the nature of video games and their effects. It provides a critique of relevant theories of media violence effects and in particular theories developed within the older media violence literature and then considers how useful this and newer scholarly work might be for policy-makers and regulators. The book identifies where gaps exist in the extent literature and where future research attention might be directed.

The Art of Failure: An Essay on the Pain of Playing Video Games

Автор: Juul Jesper
Название: The Art of Failure: An Essay on the Pain of Playing Video Games
ISBN: 0262529955 ISBN-13(EAN): 9780262529952
Издательство: MIT Press
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Цена: 3377.00 р.
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Описание:

An exploration of why we play video games despite the fact that we are almost certain to feel unhappy when we fail at them.

We may think of video games as being "fun," but in The Art of Failure, Jesper Juul claims that this is almost entirely mistaken. When we play video games, our facial expressions are rarely those of happiness or bliss. Instead, we frown, grimace, and shout in frustration as we lose, or die, or fail to advance to the next level. Humans may have a fundamental desire to succeed and feel competent, but game players choose to engage in an activity in which they are nearly certain to fail and feel incompetent. So why do we play video games even though they make us unhappy? Juul examines this paradox.

In video games, as in tragic works of art, literature, theater, and cinema, it seems that we want to experience unpleasantness even if we also dislike it. Reader or audience reaction to tragedy is often explained as catharsis, as a purging of negative emotions. But, Juul points out, this doesn't seem to be the case for video game players. Games do not purge us of unpleasant emotions; they produce them in the first place. What, then, does failure in video game playing do?

Juul argues that failure in a game is unique in that when you fail in a game, you (not a character) are in some way inadequate. Yet games also motivate us to play more, in order to escape that inadequacy, and the feeling of escaping failure (often by improving skills) is a central enjoyment of games. Games, writes Juul, are the art of failure: the singular art form that sets us up for failure and allows us to experience it and experiment with it.

The Art of Failure is essential reading for anyone interested in video games, whether as entertainment, art, or education.


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